Procedural Generation in Game Design
Coordonnateurs : Short Tanya, Adams Tarn
Making a game can be an intensive process, and if not planned accurately can easily run over budget. The use of procedural generation in game design can help with the intricate and multifarious aspects of game development; thus facilitating cost reduction.This form of development enables games to create their play areas, objects and stories based on a set of rules, rather than relying on the developer to handcraft each element individually.Readers will learn to create randomized maps, weave accidental plotlines, and manage complex systems that are prone to unpredictable behavior. Tanya Short?s and Tarn Adams? Procedural Generation in Game Design offers a wide collection of chapters from various experts that cover the implementation and enactment of procedural generation in games. Designers from a variety of studios provide concrete examples from their games to illustrate the many facets of this emerging sub-discipline.
Key Features:
- Introduces the differences between static/traditional game design and procedural game design
- Demonstrates how to solve or avoid common problems with procedural game design in a variety of concrete ways
- Includes industry leaders? experiences and lessons from award-winning games
- World?s finest guide for how to begin thinking about procedural design
Preface
Section I Procedural Generation
Chapter 1 ◾ When and Why to Use Procedural Generation
Darren Grey
Chapter 2 ◾ Managing Output: Boredom versus Chaos
Kenny Backus
Chapter 3 ◾ Aesthetics in Procedural Generation
Liam Welton
Chapter 4 ◾ Designing for Modularity
Jason Grinblat
Chapter 5 ◾ Ethical Procedural Generation
Dr. Michael Cook
Section II Procedural Content
Chapter 6 ◾ Level Design I: Case Study
Chris Chung
Chapter 7 ◾ Level Design II: Handcrafted Integration
Jim Shepard
Chapter 8 ◾ Level Design III: Architecture and Destruction
Evan Hahn
Chapter 9 ◾ Cyclic Generation
Dr. Joris Dormans
Chapter 10 ◾ Worlds
Dr. Mark R. Johnson
Chapter 11 ◾ Puzzles
Danny Day
Chapter 12 ◾ Procedural Logic
Ben Kane
Chapter 13 ◾ Artificial Intelligence
Mark R. Johnson
Chapter 14 ◾ Procedural Enemy Waves
Wyatt Cheng
Chapter 15 ◾ Generative Artwork
Loren Schmidt
Chapter 16 ◾ Generative Art Toys
Kate Compton
Chapter 17 ◾ Audio and Composition
Bronson Zgeb
Section III Procedural Narrative
Chapter 18 ◾ Story and Plot Generation
Ben Kybartas
Chapter 19 ◾ Emergent Narratives and Story Volumes
Jason Grinblat
Chapter 20 ◾ Poetry Generation
Harry Tuffs
Chapter 21 ◾ Characters and Personalities
Emily Short
Section IV The Procedural Future
Chapter 22 ◾ Understanding the Generated
Gillian Smith
Chapter 23 ◾ Content Tools Case Study
Kepa Auwae
Chapter 24 ◾ Automated Game Tuning
Aaron Isaksen
Chapter 25 ◾ Generating Rules
Dr. Michael Cook
Chapter 26 ◾ Algorithms and Approaches
Brian Bucklew
Chapter 27 ◾ Meaning
Dr. Mark R. Johnson
INDEX
Tanya X. Short is the director of Kitfox Games, the indie game studio behind Moon Hunters and Shattered Planet. Previously, she worked as a designer at Funcom Games on The Secret World and Age of Conan: Hyborian Adventures. In her spare time, she acts as the co-director of Pixelles, a non-profit helping more women make games.
Tarn Adams is best known as the developer of Dwarf Fortress since 2002 with his older brother Zach. He learned programming in his childhood, and designed computer games as a hobby until he quit his first year of a mathematics post doctorate at Texas A&M to focus on game development in 2006.
Date de parution : 06-2017
15.6x23.4 cm
Disponible chez l'éditeur (délai d'approvisionnement : 14 jours).
Prix indicatif 230,48 €
Ajouter au panierDate de parution : 06-2017
15.6x23.4 cm
Disponible chez l'éditeur (délai d'approvisionnement : 15 jours).
Prix indicatif 66,20 €
Ajouter au panierThèmes de Procedural Generation in Game Design :
Mots-clés :
Cellular Automata; games; Roguelike Game; virtual reality; Procedural Content Generators; AI; Dwarf Fortress; animation; Vice Versa; Darren Grey; Denser; Kenny Backus; Violate; Liam Welton; Wo; Jason Grinblat; Proc Gen System; Michael Cook; Follow; Chris Chung; URR; Jim Shepard; Man’s Sky; Evan Hahn; Procedural Game; Joris Dormans; Game Design; Mark R; Johnson; NPC; Danny Day; Procedural World; Ben Kane; Game Mechanic; Wyatt Cheng; Procedural Content; Loren Schmidt; Art Toys; Kate Compton; Procedural Generation; Bronson Zgeb; Flappy Bird; Ben Kybartas; Ai Actor; Harry Tuffs; Binary Space Partition; Emily Short; Conversation System; Gillian Smith; Sunless Sea; Kepa Auwae; Aaron Isaksen; Brian Bucklew